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Fitting ships

Contents

The Basics

Slots, Bays, and Hardpoints

Every ship (excluding shuttles and freighters) has slots to fit modules. There are high, mid, and low slots, and rig slots.

Slots can be seen in the Fitting tab in the ship info. To find out whether you can fit a module on a ship, you need to check the Fitting tab in both the info of the ship you want to fit and the modules you want to use. You can also see the slots available on your ship if you open the fitting screen when docked in station. As you will notice, ships also have Hardpoints. Those can be Turret or Missile Launcher Hardpoints. You can fit only as many missile launchers as Missile Launcher Hardpoints are available, and the same is true for Turrets. Mining lasers count as turrets, so you can't fit those on a ship that has only missile launcher Hardpoints. There are also modules that fit in high slots, that don't require a Hardpoint, for example Energy Vampires (AKA Nosferatu, or "Nos" in shorthand). Such modules can take up high slots that don't have a Hardpoint as well as those that have Missile Launcher/Turret Hardpoints.

Please note: If a ship has 5 high slots, of which 2 are Turret Hardpoints and 2 Missile Launcher Hardpoints, you can fit 2 Turrets, 2 Missiles and 1 Nosferatu, or substitute as many of the Turrets or Launchers with a Nosferatu as you want - so you could end up with 5 of them. However, it is not possible to fit 4 Missile Launchers or 4 Turrets on this ship.

There are no Hardpoints on mid, low or rig slots - here the only restriction is in the slots the module uses.

Hint: Although you can't increase or alter the slots on your ship, short of getting a different one, and although a mid slot module will always go on a mid slot and nowhere else, there are ways of achieving a similar effect. Many modules have counterparts that go in other slots. Those modules never have the exact same effect, but are still worth considering. So, if you want to expand your Cargohold, but are out of low slots, consider a rig. If you want to do more damage, but already put on all the Turrets or Missile Launchers you can fit, try modules like a Heat Sink (for Lasers), Gyrostabilizer (Projectile Weapons), Ballistic Control System (Missile Launchers), or Magnetic Field Stabilizer (Hybrid Turrets), depending on what weapons you use. If you need more shield, but don't have a spare mid slot, take a look at the low slot alternatives available - and so forth.

Some ships also have a drone bay.
You can see the size of the drone bay in the Attributes tab of the ship information window. The size of the drone bay limits the amount and/or the size of the drones you can carry. A 10m³ drone bay will allow you one medium drone or two light ones, for example. If the size of the drone bay is 0m³, you can't equip the ship with drones. With the correct skills, you can use up to 5 drones at a time on non-carrier class ships, but can take more than that in your drone bay if the size permits.


CPU, Powergrid, Calibration

Another thing you will see in the Fitting tab of both your ship and the modules is details on the CPU, Powergrid and Calibration (these do not appear on the station Fitting tab; only when you select Fitting when right-clicking your ship). For CPU and Powergrid you need to compare the numbers to find out if you can bring the modules you want to use online or not; the same goes for Calibration and rigs.

Hint: In your fitting interface you can see whether a module is online or not - red means offline, green stands for online. Always check to make sure everything is online before you undock. It is possible to bring modules online when in space - assuming you have enough Powergrid/CPU, but it will take 95% of your capacitor if you do that.

There are three basic ways to help you with CPU and Powergrid.

  1. Train your Electronics and Engineering skills for direct increase of your CPU/Powergrid.
  2. Train skills like Weapon Upgrades and Advanced Weapon Upgrades to decrease the requirements of your modules. Those skills don't have an overall effect other than freeing CPU/Powergrid up for other modules to use.
  3. Plug in certain skill hardwiring implants that increase your CPU/Powergrid or reduce the fitting requirements of certain modules, such as turrets.

There are additional ways of affecting CPU and Powergrid, such as:

  1. Electronic Upgrades
  2. Energy Grid Upgrades
  3. Special spaceship command skills; if you train Covert Ops or Recon Ships, you will consume less CPU fitting a Covert Ops Cloaking Device.
  4. Fit CPU Upgrades, Auxiliary Power Controls, Reactor Control Units or Power Diagnostic Systems. They increase CPU and Powergrid, but use up slots.
  5. Fit the rigs Ancillary Current Router to increase Powergrid and Powergrid Subroutine Maximizer to reduce a ship's CPU need for power upgrade modules.

In addition to the above, it is important to be careful what you are trying to fit. Here are some things to look for:

  1. Downsize. It is possible that you are trying to use a module that is simply way too big for your ship. Some modules come in different sizes, which are normally small/medium/large/extra large/capital. Note that as even if X-Large shield boosters aren't capital modules, XL turrets are capital modules. Modules can also be characterized as light/medium/heavy. Some propulsion modules (Afterburner and Microwarpdrive) come in 1mn/10mn/100mn sizes, and other modules come in different mm sizes.
    Those sizes tend to correspond with the ship classes Frigate & Destroyers/Cruiser & Battlecruisers/Battleships/Capital Ships. So, on a frigate you use small, light and 1mn modules. Each module of each size has several enhanced "named" counterparts with slightly different statistics, so there is always room for variations. Another issue is the Turrets and/or Missile Launchers you fit. Freeing up resources by going for a rocket launcher instead of a standard missile launcher, or using smaller sized turrets, is usually the better choice over leaving slots empty.
  2. Shop around. Check to see if you can find alternatives to the modules you are trying to fit, particularly named modules. A lot of times, a named module has lower fitting requirements than its un-named equivalent. What exactly "named" and "unnamed" means will be covered in the next section.


T1, T2, Named

This separates the rich from the not so rich and the daring from the less daring in EVE: the variations on the same module or rig. They range from basic, unnamed T1 to T2 and officer modules. In general, the higher up the line (the Meta Level), the better the effect, but also the higher the price. So the order is: unnamed T1 < named < T2 < faction < officer < COSMOS items (this is not the same with ships), with the prices in correspondence being: affordable < I could treat myself today < Ouch, this hurts < ...you get the gist. However, there are other downsides besides the price: some items are very rare and, also in addition, the fitting requirements can be higher. This is especially true for T2 as compared to named modules.

Hint: If you compare a 1mn Afterburner I, the named version "Experimental 1mn Afterburner" and the 1mn Afterburner II, you will see that fitting requirements and activation cost are the same for the unnamed and the named version. The T2 version uses more Powergrid and the activation cost is higher, but at the same time the benefit is also significantly greater with 135% Maximum velocity bonus as opposed to 112.5% for the T1 version and 121.5% for the named one.

A "Named" module is an enhanced version of a T1 module and has a slightly modified name. "II" behind the name of the module stands for T2. There are no named T2 modules. Ships often also have a T2 or faction equivalent, but in the case of T2 ships, they are in a different category from the T1 ships. For example, an assault ship is the T2 version of a T1 frigate. A faction item carries, as do the modules, the name of the NPC Corporation that issued it, like "Caldari Navy Raven," and officer items carry the name of the NPC officer they belonged to.

Hint: You will also hear the words "Tier" and "Mark". "Mark" refers to the fact that a module or ship is better than the basic version, but still it isn't T2. The difference between Mark II and Tech II (or T2) is that improved versions that get labelled "Mark" are still built using basic minerals as opposed to advanced materials; in addition, their blueprints are available on the market and sold by NPC. Another difference is that they still have the same name as the Mark I version, like "Badger Mark I" and "Badger Mark II," and the skill requirements aren't as stringent as for T2. "Tier" refers to the skill level needed to fly a ship. So a Ferox is a "Tier 1" Battlecruiser, since it only requires the skill "Battlecruisers" to Level 1, whereas a Drake is "Tier 2", since you need that skill to Level 2.


Stacking and Stacking Penalties

"Stacking" means that you can use more than one module or rig of the same type on a ship at the same time. This is possible with some modules, like armor repairers, and not with others, like afterburners. Of the modules that stack, some also have a stacking penalty for using more than one module or rig of the same type. A Stacking Penalty doesn't mean that something terrible will happen if you use more than one module or rig of the same type; it just means that the second module you use will work less efficiently than the first, the third even less, and so on. You will usually find a note in the Description tab if a module or rig has a stacking penalty.

Hint: The exact numbers for the effect of stacking penalties are the subject of heated discussions and fairly complicated calculations. However, I will spare you the details here. As a rule of thumb, you can assume that using two modules and/or rigs of the same type is still worth it; three can be, depending on the situation; and beyond that the advantage you gain after the effect of the Stacking Penalty having been deducted is only minimal.


For more information on modules please refer to this [post].


Active and Passive Modules

There are some modules that need to be turned on and off while you are in space; others will always work as long as they are online. The difference is that active modules generally use capacitor, while passive ones don't (there are exceptions to this, like projectile weapons, which don't use capacitor even though they are active modules). You see the activation cost in the Attributes tab. If there is an active and a passive variation of the same module, the passive one is generally less effective than its active counterpart.


Rigs

Rigs are like implants for your ship, which means that once they are fitted, they can't be taken away again without being destroyed. Repackaging the ship also destroys them. Most Rigs also have drawbacks, which can be seen in the Descriptions and Attributes tabs.


"Good" and "Bad" Fitting

Where the section on the basics covered things you mostly cannot ignore, the following section gives you some ideas about fitting ships in EVE, which you can either follow or choose not to. None of the suggestions made below are a must, but they are still good to keep in mind.


Fitting ships

Opening up the Fittings window

To get into the fittings window you click on the Fittings icon in your character panel on the left of your screen. To use it you must first dock at a station that has a Fittings Service Module installed. Almost all stations have that service available. If it does, then you will see a Fittings option under Station Services.

Hint: It is possible to open the ship fittings window in space by pressing Ctrl+Shift+F with the default keyboard settings. However, you can only alter your fitting in a station, next to certain Capital Ships, or next to a POS Ship Maintenance Array, though you can view it anywhere. This is one of two ways available to check your exact resistances with active hardeners (Ctrl+Shift+ F). The second way is by right clicking on your ship (or central Shield HUD) and bringing up the Show Info window for your ship (and or pilot). The Attributes tab on the Ship Info window will also show your current resistances and other stats when modules are active.'

Once you do this you will be prompted by a "Fitting welcome page" (unless you have previously disabled this welcome page) which will allow you to access the Fitting Tutorial. It is recommended that you run through this tutorial if this is your first time using this station service.


How do I fit my ship and how does the fitting window work?

It is generally best to decide on one or two jobs that the fitting has to be able to accomplish and to focus on those, rather than trying to do everything. When deciding whether to add a module, carefully examine what it will accomplish and what its drawbacks are and decide if it helps or hurts the setup overall. For instance, if you want to PvP offensively, typically you would not fit a warp core stabilizer (despite the added safety) because the large penalty to targeting speed will allow some ships to escape and will hinder your tactical options. However, some close range cruisers may opt to fit one, since the penalties would affect them less drastically.

Almost every ship in EVE Online has the option of fitting modules giving pod pilots a wide variety of enhancements over the base ships abilities. In other MMO games, this would be similar to your weapon and armor slots. In all stations, you will have the option of opening the Fitting window for your active ship. In this Fitting window, you can add or remove modules and rigs from your ship. The Apocrypha expansion also introduced a Fitting Manager tool, which allows you to quickly use saved fitting setups, either your personal ones or your corp’s, this feature is described in more detail below.

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Modules are split into three separate slot classes: high, medium, and low. High slots are generally for weapons, medium slots are for tackling or shield improvement modules, and low slots are for weapon upgrades and armor improving items.

The available slots for modules on your ship along with available rig hardpoints are marked in white. To fit a module, you simply drag and drop the modules into the appropriate slot type. The slot icon on the item, should match the icon on the empty slot. The icon for a high slot looks like a triangle, a medium slot looks like two dashes, and a low slot looks like a lower case l. An alternative way of fitting modules, is to right-click the module itself and select the fit to active ship option from the menu.

To unfit a module, just drag and drop the modules from the slot to your cargo or hangar. Right-clicking the module and selecting unfit or pressing the strip fitting will also work.

Warning: Please note that removing a rig results in the destruction of the rig, so be careful what ship you fit these modules to.

On the right side of the window you can see various stats, including the ship's capacitor, its recharge rate and on the bottom right hand corner the available CPU and PowerGrid. modules have an icon (dot) that is lit up when they have been put online, but when they are offline the light is faded away.

The Capacitor is the amount of energy available for the ship to use while it is flying about, and will go up and down as modules are used or turned off and/or if your vessel energy capacitor is drained. The CPU is a measure of how busy the ship's processor is, and is usually a set amount, though skills, modules, implants, and rigs can change the amount. The Power Grid, or PWG, is a general assessment of power usage, and once again is a set amount, though modifiable through skills, modules, implants, and rigs. All modules must fit within the given amount of CPU and Power Grid to be put online.


Statistics Panel

The Statistics Panel, shown on the right side of the window, displays the attributes of your ship. These attributes can be affected by the modules and rigs you fit on the ship, and by the skills and implants of you, the pilot. The Statistics Panel is arranged into a number of sub-panels describing different aspects of the ship. Each of these panels can be collapsed to conserve space. Also, keep in mind the attributes are affected by the skills and implants of you, the pilot of the current ship.

Subsystem slots sit in the 7-9 position on the new fitting screen. They are blank if you are not in a T3 ship (tengu, legion, loki, proteus). There are five subsystem slots, one for each type of subsystem. A tech 3 ship must have one of each before it can be assembled or undocked.


Fitting Manager

The Fittings Manager, located in the bottom right corner of the fittings screen, allows you to save your current setup or load it up quickly. This allows you to instantly load modules and rigs into your ship without having to manually fit them one by one. If you have sufficient roles in your corporation then you can also save your fittings for your entire corp, so that the other members of your corporation can also load up this fitting setup when they wish. Obviously you must have the modules / rigs available at your location to fit them onto your ship.

There are 3 main options in the Fittings Manager, Save, Browse and Strip.

  • Strip simply removes all modules from your ship and places them into your hangar, it ignores rigs as they are destroyed when you remove them.
  • Save allows you to save your current fitting configuration, either for yourself or for your corporation. You need the role Fitting Manager to save it for the corporation. You can edit the name of this configuration and its description before you save it.
  • Browse allows you to load up your saved fitting configurations, and use them to fit your ship instantly with the setup listed there, providing you have the modules/rigs available.


Tech 3 Subsystems

With the implementation of Apocrypha players can now access Tech 3 ships. These ships are made up of interconnected modular pieces attached to their hull, called subsystems, which can be taken apart and put together in many different ways. They must have the 5 subsystem types installed to function, i.e. ‘’electronics, defensive, engineering, offensive and propulsion’’. By changing the subsystem setup, you change the look and attributes of your ship.

As you can see on the screenshot below, the subsystems have a pentacle form to differentiate them from rigs and regular modules on the fitting screen. Refer to the article on Tech 3 ships to find out how to assemble them.

Ship Fitting Window



Race

As you probably noticed, each of the four races generally builds its own ships. The key here is that every race has its preferences on how the ships should be used to achieve the best results. This is due to factors like the ship bonuses (which you find in the Description tab), the ship's slots, and further data like shield/armor hitpoints. First, you need a quick overview on the affinities of the different races, before going into detail on the various aspects.

Amarr ships are heavy tankers and Amarrians prefer an armor-tank. They also mainly use turrets, namely energy weapons, which come in the variations "Pulse Laser" and "Beam Laser". These weapons use a lot of capacitor, which is reflected in the build of Amarr ships.
Caldari ships are known for shield tanking and use a mix of missiles and hybrid weapons for offensive purposes. These come in the variations "Blaster" and "Railgun", and they use some capacitor, although not as much as energy weapons. Finally, some Caldari ships are pretty effective with Electronic Warfare, in particular ECM, which allows you to prevent another ship from firing back by jamming its targeting systems, dropping the target ship's locked targets and preventing it from locking new targets for a short time.
Gallente ships are mainly armor-tank, specializing in close range combat by using hybrid weapons and drones. They have been reputed to create the most impressive damage when dealing with blaster weapons. They may also offer versatility through shield tanking in Eos or Myrmidon and from dealing different types of damage with drones.
Minmatar ships are known as the most versatile but at the same time difficult ships to fly well. They do a bit of everything: shield tank, armor-tank, missiles, drones and turrets. For turrets, they use projectile weapons with the variations "Auto-Cannon" and "Artillery". Minmatar ships are generally fast and agile, which makes them the perfect candidates for speed-tanking.

Dealing Damage

This section will briefly give an overview on five ways of dealing damage. These have to do with three turret types (Energy, Hybrid and Projectile), Missile Launchers and Drones.

A DPS focused ship is designed to kill or drive off all enemies by sheer firepower. While the best defense is often a good offense, a DPS ship can be overwhelmed by superior numbers. A DPS focused ship is best flown in a fleet or with support.

  • Any ship with bonuses to weapon damage works well in this role, though it is best to use one with double weapon damage bonuses or lots of high and lots of low slots. Some good examples are the Megathron or Harbinger, or assault ships, able to deliver high DPS for a frigate.


Hint: There are four types of damage: EM, Thermal, Kinetic and Explosive. EM is best against shield, while Explosive is best against armor. Thermal and Kinetic do moderate damage to both shield and armor, with Thermal leaning towards shields and Kinetic towards armor. This is due to the resistances of ships, on which you find details in the Attributes tab of the ship.

Energy Turrets

Favoured by: Amarr

Variations:

Charged with: Frequency Crystals

Modules for Support:

Rigs for Support:

All the rigs mentioned here have increased Powergrid requirements as a drawback.

Good Against: Shields (deals EM + Thermal) Not so Good Against: Armor Pro: Doesn't use ammunition, high damage against shields, can quickly change optimal firing range due to fast swapping of crystals. Con: Heavy use of capacitor, only EM + Thermal damage.

Hybrid Turrets

Favoured by: Caldari, Gallente

Variations:

  • Railguns (long range, moderate damage, bad tracking)
  • Blasters (shortest range of all turrets, impressive damage, good tracking)

Charged with: Hybrid Charges

Modules for Support:

  • Magnetic Field Stabilizers (increase damage and rate of fire)
  • Tracking Enhancers (increase tracking speed, which means it's easier to hit a ship)
  • Tracking Links (increase tracking speed and maximum range but the target needs to be in range)
  • Tracking Computers (increase tracking speed and maximum range).

Rigs for Support:

  • Algid Hybrid Administrations Units (decrease CPU requirements)
  • Hybrid Ambit Extensions (increase accuracy falloff range)
  • Hybrid Burst Aerators (increase rate of fire)
  • Hybrid Collision Accelerators (increase damage output)
  • Hybrid Discharge Elutriations (decrease capacitor needs)
  • Hybrid Locus Coordinators (increase optimal range)
  • Hybrid Metastasis Adjusters (increase tracking speed)
All the rigs mentioned here have increased Powergrid requirements as a drawback.

Good Against: Shield and armor (deals Kinetic + Thermal) Not so Good Against: Since Kinetic and Thermal only do moderate damage to armor and shield, Hybrid misses out on the high-damaging EM and Explosive, and so can be considered the middle-ground. This means that Hybrids are good against anything, but not perfect against any one thing. Pro: Uses less capacitor than energy weapons, good damage for requirement balance. Con: Take up cargo space, slower with ammo swapping than energy weapons, take up capacitor.

Projectile Turrets

Favoured by: Minmatar

Variations:

  • Artillery (long-range, high damage, low firing rate, bad tracking)
  • Auto-Cannon (short-range, low damage, high firing rate, good tracking)

Charged with: Projectile Charges

Modules for Support:

  • Gyrostabilizers (increase damage output and rate of fire)
  • Tracking Enhancers (increase tracking speed, which means it's easier to hit a ship)
  • Tracking Links (increase tracking speed and maximum range but the target needs to be in range)
  • Tracking Computers (increase tracking speed and maximum range).

Rigs for Support:

  • Projectile Ambit Extensions (increase accuracy falloff range)
  • Projectile Burst Aerators (increase rate of fire)
  • Projectile Collision Accelerators (increase damage output)
  • Projectile Locus Coordinators (increase optimal range)
  • Projectile Metastasis Adjusters (increase tracking speed)
All the rigs mentioned here have increased Powergrid requirements as a drawback.

Good Against: Armor (deal mainly Kinetic + Explosive damage) Not so Good Against: Shields Pro: No capacitor use, high rate of fire for Auto-Cannons, impressive Alpha-Strike (meaning they can damage or destroy another ship within the first volley). Con: Need to be reloaded often, take up cargo space, least damage per shot of all turrets.

Launchers

There are three types of missiles: ones that require a target lock and hit a specific target; defender missiles, that destroy incoming missiles; and FoF (friend or foe), which don't require a target lock but simply hit the closest threatening target (FoFs don't hit peaceful targets). Missiles come in all four damage types.

Favored by: Caldari, Minmatar

Variations:

  • Frigate sized: Rocket Launcher (very low damage, high speed, very short range)
  • Frigate sized: Standard Launcher (low damage, high speed, medium range)
  • Cruiser sized: Assault Launchers (low damage, higher speed than Standard Launchers)
  • Cruiser sized: Heavy Assault Launchers (good damage, short range)
  • Cruiser sized: Heavy Launchers (moderate damage, moderate range)
  • Battleship sized: Cruise Launcher (high damage, very slow, very long range)
  • Battleship sized: Siege Launcher (faster speed than Cruise Launcher; with torpedoes slow but very high damage)
  • Capital sized: Citadel Launcher (extreme damage, horribly slow, long range)

Charged with:

Modules for Support:

  • Ballistic Control Systems (increase rate of fire and damage output).

Rigs for Support:

  • Bay Loading Accelerator (increase rate of fire)
  • Hydraulic Bay Thrusters (increase missile velocity)
  • Rocket Fuel Cache Partitions (increase maximum flight time)
  • Warhead Calefaction Catalysts (increase missile damage)
  • Warhead Flare Catalysts (decrease effect of target's velocity)
  • Warhead Rigor Catalysts (decreases signature radius factor)
All the rigs mentioned here have increased CPU requirements as a drawback.

Good Against: Shield and Armor Pro: Don't use capacitor, do all types of damage, can be extremely long range, always hit if target in range and not fast enough to outrun missiles, can hit without target lock (FoF) even though one needs to be careful when using them and, most important, constant damage. Con: Long flight time (which is why many people say that missiles aren't so good for PvP, since time is crucial there), generally lower firing rate than turrets, take time to swap from one type to the other

Drones

Drones are little robots that need to be launched into space from the drone bay and commanded via the drone interface below the overview. There is quite a variety of them, such as electronic warfare, mining and repair drones. However, this section will only deal with those dealing damage.

Favoured by: Gallente, Minmatar (but also used by other races)

Variations:

  • Light Scout Drones (very fast, low damage, small tank but due to high velocity hard to hit)
  • Medium Scout Drones (medium speed, medium damage, more tank than light, but also lower velocity and therefore easier to hit)
  • Heavy Attack Drones (very slow, high damage, bigger tank but low velocity and hence easier to hit)
  • Sentry Drones (stationary - don't move unless being picked up, high damage, long range)
  • Fighters (only used with carriers and motherships)

Charged with: No charges needed

Modules for Support:

  • Drone Control Unit (gives one extra drone per module, only for carriers and motherships)
  • Drone Link Augmenter (increases the range at which drones can be controlled)
  • Drone Navigation Computer (increases speed of drones), Omnidirectional Tracking Unit (increases range at which drones can fire and their tracking)

Rigs for Support:

  • Drone Control Range Augmenter (increases range at which drones can be controlled)
  • Drone Durability Enhancer (increase tank of drones)
  • Drone Scope Chip (increases optimal firing range of drones)
  • Drone Speed Augmenter (increases velocity of drones)
  • EW Drone Range Augmenter (increases range at which drones can be controlled, but less effectively and at less calibration cost than the Drone Control Range Augmenter)
  • Sentry Damage Augmenter (increases damage output of sentry drones)
All the rigs mentioned here decrease the CPU capacity of the ship as a drawback.

Not so Good Against: Shields Pro: Come in all damage types, don't use resources like CPU/Powergrid/capacitor, charges or slots. Con: Can be shot and killed, need to be called back before a different set of drones can be deployed - this makes changing for a different damage type very slow. Ships dedicated to drone warfare have fewer slots than their normal counterparts.


Tanking

There are three obvious categories of Tanking, namely Shield/Armor/Hull, with Shield being split into active and passive, and one less obvious one which is referred to as Speed-Tanking. Of those listed, Hull Tanking doesn't really get used due to being extremely ineffective, modules taking damage while the hull is being damaged and other reasons. Speed-Tanking isn't really tanking in the sense of sustaining damage, but since it has the same effect, it will be included in this category.

Hint: While Speed-Tanking in combination with Armor/Shield tanking is frequently done and can work well, it is normally not advisable to combine Armor and Shield Tanking.

capacitor

capacitor is used by a wide range of modules. While it recharges over time, there are several ways that make more capacitor available. The modules can be categorized into three groups: those that increase the total amount of capacitor, those that increase the recharge rate, and those that inject energy into it by either taking it away from another ship or by using charges carried in the cargohold.

  • Increasing the Amount of capacitor
Modules Used: capacitor Batteries.
Pro: Increases the capacitor total and, because the capacitor recharge time stays constant, thereby also increases the capacitor recharge per second.
Con: Takes a lot of CPU / Powergrid
rigs Used:Semiconductor Memory Cell
  • Increasing the Recharge Rate
Modules Used: capacitor Rechargers, capacitor Flux Coils, capacitor Power Relays
Pro: capacitor recharges faster
Con: capacitor Flux Coils reduce the overall capacitor in exchange for a faster recharge rate. capacitor Power Relays reduce the shield boost rate.
rigs Used: capacitor Control Circuits
  • Injecting capacitor
Modules Used: Nosferatus/Energy Vampires, capacitor Boosters, Energy Transfer Arrays (transfer capacitor to another ship but don't benefit the player's ship)
Pro: Energy Vampires take capacitor from the other ship and thereby weaken it, as well as adding to the player's capacitor. capacitor Boosters give instant energy on demand.
Con: Energy Vampires only work when you are in range of another ship and the charges for capacitor Boosters take up a lot of space in the cargohold. Also, once you run out of charges, the module is pretty much useless.
Please note: Power Diagnostic Systems also increase the Capacitor recharge rate, even though their main use is increasing the Powergrid of a ship.

Fitting Role

Electronic Warfare

Electronic Warfare refers to modules that tamper with the electronics of your own or your target's ship. There are four main categories, namely ECM with its countermeasure ECCM, Tracking Disruption with its countermeasure Tracking Computer, Sensor Dampening with Sensor Boosting being the counterpart, and target painting, which doesn't have a countermeasure. Generally, all races can use any kind of Electronic Warfare, though there are ships that give bonuses to certain types. Another category includes the modules that pin down a ship, either slowing it down or preventing it from warping.

Ratting (PvE)

A ship fitted for ratting (destroying NPC pirate ships for bounty) is set up to efficiently destroy a particular type of rat. Typically ratting ships will have hardeners fitted to tank specific damage types and weapons fitted to do specific damage types at specific ranges. This sets them apart from PvP ships which usually have a greater spread of resistances and damage types.

  • Favourites for ratting include the Raven, the Dominix and the Drake, though most ships can be adapted to rat. Ships with extra utility high slots (for tractor beams or salvagers) and a large drone bay tend to make a good ratting ship.
  • Electronic warfare modules are typically not used, except for target painters which can improve damage when flying a Battleship.
  • Afterburners are useful on larger ships or where long distances must be travelled in a mission or a complex. Microwarpdrives do not function in deadspace or complexes, and impact your ability to actively tank.
  • Fittings range from high DPS setups with little tank to heavy tanks with just enough DPS to destroy the targets.

Tackler (PvP)

A tackler's job is to hold a target in place, allowing other gang members to kill the enemy. Almost all PVP requires a tackler of some variety, and they generally fly less expensive ships.

  • Any ship can hold tackling capability. But frigates or interceptors are the most common choice for solo purpose use.
  • The primary weapon of the tackler, a warp disruptor or warp scrambler is used to prevent ships from warping. Warp scramblers will also prevent targets from using Microwarpdrives, slowing them significantly.
  • A Stasis Webifier will slow down the ship you are tackling, allowing your gang members to hit them more easily or prevent them from reaching a stargate, which they can jump through even if scrambled.
  • Fitting an Afterburner or Microwarpdrive will help you get into warp disruption range, at the same time boosting your speed making it hard for weapons to hit you.
  • Make use of Sensor Boosters or Signal Amplifiers to increase your scan resolution, lowering your locking time. This will allow you to tackle fast-warping ships.
  • At higher levels, tacklers tend to be Interdictors or Heavy Interdictors, which deploy Warp Disruption Fields, preventing ships in the area from warping off.

Sniper

A sniper's job is to kill ships at a distance, usually preferably over 100 or 200km. These are best used in fleets as well.

  • A ship capable of shooting long range weapons, and hopefully, with a skill bonus to long range. Examples would be a Megathron, Hound or even an Eagle.
  • Either point weapons (hybrid, laser, or projectile weaponry) or missiles (cruise missiles usually). Point weaponry is usually preferred by fleet commanders as missile weapons take longer to reach their target. Missile boats generally shoot at secondary targets.
  • Weapon upgrades for their weapon of choice.
  • Sensor boosters with the script for long range, if they get damped.

Solo PvP ship

This ship type can be complicated for new players, but can result in some of the best loot for a PvPer. You are risking your fit everytime you go out, are facing large numbers of enemies at a time, but hopefully getting the helpless person out in the middle of nowhere alone, and taking their stuff.

Gang support

Gang support can vary quite a bit, but always need a fleet to fly. These can provide things like extra speed to the entire fleet, remote repairs to nearby or far away ships, or even electronic warfare options, preventing the enemy fleet for targeting. If you have extra slots left over, these options are always welcome in a fleet battle.

Tanker

A tanker's job is to survive the onslaught of multiple ships at the same time, allowing your gang members to either get the drop on the enemy or drive them off.

  • These are commonly ships with bonuses to shield or armor, such as a Drake or a Onyx. These are also commonly ships that have very high shield regeneration rates, eliminating the need for cap.
  • You'll need to increase your effective hitpoints. i.e: Extenders, plates, extender rigs, trimark rigs, resistances, damage control, or Power Diagnostic Systems.
  • These ships might use energy vampires to take energy from enemies, allowing them to run their tank longer.

Mission ship

These ships are the most specialized, and are best covered in other guides, such as the Missions Guide or Level 4 Mission Guides.

  • Each successive mission level is harder.
  1. For level 1 kill missions, a frigate or destroyer is recommended.
  2. For level 2 missions, a destroyer, cruiser, or Assault ship is recommended.
  3. For level 3 missions, a battlecruiser or heavy assault ship is recommended.
  4. For level 4 missions, a battleship or specialized battlecruiser/heavy assault ship is recommended.
  • Fit an armor repairing or shield boosting / passive shield regenerating tank while running missions. PVE encounters are often protracted engagements, so having a large effective hitpoints tank is not ideal.
  • If you ask your agent for mission details, you will see what kind of NPCs you will fight. Fitting resistances against the damage type that these NPCs use will be very helpful. Most Tech 1 ships will need some hardening of their tank. In general, it is less taxing on your capacitor to harden against damage than to repair it.
  • Consider using long range weapons in missions, for example artillery rather than autocannons and cruise missiles rather than torpedoes. You will save time by eliminating the need to approach the enemy, and many enemies in higher level missions will stay at large ranges. Consider light drones or a smartbomb in a utility slot for NPC frigates and destroyers.
  • If you need extra speed in missions, use an afterburner, as a microwarpdrive will not work in a deadspace.

Filling up the rest

Once you fit your ship with one purpose in mind, you could often find yourself with some slots empty. If that happens, try to fit it with a secondary role. For example:

Resource requirements

Early on, you won't have the skills to fit the best equipment on your ship. Here are some pointers on getting around this.

  • Tech 2 gear is expensive and requires significant skill points to fit. You could try to use some lower cost tech 1 named gear instead of tech 2, just to try modules out. The lower level tech 1 gear tends to have lower requirements, use less CPU/PG, and cost less, though the best named module is usually two to three times as expensive as a tech 2 module.
  • At first, always aim at what a ship is good at, rather than making it something it is not. For instance, armor tanking a Raven is usually a bad idea due to it's limited low slots, but shield tanking it is great due to it's great number of medium slots.
  • If you find yourself short on CPU or Power Grid, you can fit a Co-Processor I, Reactor Control Unit I, Micro Auxiliary Power Core I (or MAPC), or a Power Diagnostic System I. There are some ships that need these items commonly, but on others, it's a sign of a bad fit.
  • Increase the skills you use on almost every ship, as they will always reward you. Some examples are Engineering, Electronics, Weapon Upgrades, Navigation, and Spaceship Command.


'Hint: Consider fitting a Damage Control, especially if you are still a fresh pilot, or you are trying out something for the first time (e.g. level 4 missions). They are cheap, only take one low slot, the fitting requirements are minor, and it is the single best thing that can be done for any ship's effective hit points, as they especially increase your hull's resistances.

Common Rookie Mistakes

"Dont's" for new players

  • DON'T fly what you can't afford to lose. You will lose ships.
  • DON'T fly what you can't afford to lose. Seriously, it doesn't matter, you will lose ships regardless of your skill.
  • DON'T try to do two redundant things at the same time because you usually do both things badly. Some common examples include:
  • Using both a shield and an armor tank, which uses both a medium and a low slot. One or the other is fine.
  • Mixing gun types - e.g. Railguns and Blasters, which makes you terrible at both close and long range combat! Optimize your weapon's range for a uniform engagement distance when possible.
  • DON'T ignore the ship's initial bonuses and how to take advantage of them. Try to fit the right racial weapons, work with the ship's bonuses, and don't shoehorn on what doesn't fit. (e.g. Putting an extra frigate gun on a cruiser.)
  • DON'T over-stack modules that are affected by the stacking penalty. (ie: Five Gyrostabilizers) After about three modules, you no longer gain much increase by adding additional modules.
  • Ships with few of medium slots shouldn't shield tank, and ships with few low slots shouldn't armor tank. For Example: shield tanking an Abaddon.
  • DON'T fly around in low sec or null sec if you don't know what you're doing. You will lose ships eventually. Stay in .5 or above systems until you feel comfortable going out there. If you do, ask a more experienced pilot for help or explore in an inexpensive ship and an up to date clone.

"Always" for new players

  • ALWAYS read up on how to fit ships. If you rely on other people to make the mistakes, then you don't have to.
  • ALWAYS be brave enough to try new setups. If you think something isn't working well, try something different. You can use EFT to try a new fitting virtually, or if you want to try it in person, get on the beta server, Singularity and fly it for real.



Conclusion

Believe it or not, this is just the beginning. There are a large number of items that have not been mentioned in this guide, and the explanations given are just the basics. See it as the basic colours and brushes that have been explained to you, and your task will be to use the canvas (the ships) and get to work. This leaves you with nearly endless variations and room for experimentation until you find "your" perfect fitting. The forums, talking to people in game, and the help channels can aid you with that. You may also find some fitting advices on the evelopedia. Have fun!

Additional Resource

  • For ideas of how to fit your vessel in the best way, please check the Ships and Modules section of the forums.

See Also